Welcome back to The Conquer Club 500 here on the Conquer Club Broadcasting System. Today's race has seen seen its share of lead changes and accidents along the way. Few teams have any cars left in the race with only a handful of laps left to go however all cars will need to pit one more time for fuel and tires if they wish to finish this race in the winners circle. It may just come down to the final lap.

Concept: To win the race you will need to keep your car working, fight for control of the pits, and conquer your opponents on the track. This is more of a real racing simulation as opposed to a video game style simulation with power ups etc.

ConnectionsTrack Locations- Track locations can assault other track locations in the same track segment or next segment counter clockwise.- All track locations can assault the winner circle and final lap.

Bonus ForcesNo Standard Territory Bonus+2 for holding one jack and one tools pit equipment.+3 for holding one tires, one engine, and one fuel pit equipment.+2 for holding all 3 of a given pit equipment (3 tires, 3 fuel, 3 engine, 3 tools, 3 jacks).+1 for each of your teams car conditions you control or +5 for controlling all 3 of your car conditions.+5 "Pit Stop Bonus" for holding one of each pit equipment, your entire car, and your pit crew.+2 for holding all 3 track locations in a given track segment.+40 if you hold at least one track location in each of the 10 track segments.

The author retains copyright on their work, and gives Conquer Club permission to use the imagery free of charge, for as long as Conquer Club sees fit on the Conquer Club website. Conquer Club cannot sell, lease, or lend the right to use the images to anyone else. The author swears that their map is their own work, or a legal derivative work and by submitting it, do hereby claim all responsibility for that being true.

Last edited by dolomite13 on Sat Nov 02, 2013 2:16 pm, edited 103 times in total.

I think it could be made a little more fun graphics-wise. Maybe give the cars fun drivers names. Not fond of the logo, maybe something that integrates conquer club a little more? Also, not a fan of th ewhite background... perhaps something with stands, grass ect. Maybe add in those red and white barriers on the turns. Don't like track too much either, I'd say cut the vertical white lines...

Gameplay seems pretty solid though. Very well thought out. Best of luck seeing this through, I think it could be a great map. BTW, shouldnt this be in drafts/new projects?

I think it could be made a little more fun graphics-wise. Maybe give the cars fun drivers names. Not fond of the logo, maybe something that integrates conquer club a little more? Also, not a fan of the white background... perhaps something with stands, grass ect. Maybe add in those red and white barriers on the turns. Don't like track too much either, I'd say cut the vertical white lines...

Gameplay seems pretty solid though. Very well thought out. Best of luck seeing this through, I think it could be a great map. BTW, shouldnt this be in drafts/new projects?

I love the comments.

The map is a crappy slotcar track map I found somewhere. If the map gets advanced to the draft area I will do a really good version with better graphics. I just wanted to knock out something during lunch today.

I am sure the foundry folks will move it to drafts if they think it is a good idea. Thanx for the support

Echospree wrote:How do we know which car is attacked by which pit stop? Some sort of legend or clue would be helpful for that.

Being a quick concept map I didn't put in all territory names etc... I would make that clearer in a real rendition of the map.

Echospree wrote:I'm not really sure I like that the track is only one territory wide, have you thought about how changing the width would affect the gameplay?

I would be ok with making the track wider. I went with it as a single width and put in the ability to pass from straightaways to decrease the number of choke points.

Here is a connection map... the blue lines are from pits to cars. The red line around the track is the standard attack 1 ahead and into/out of pits as well as showing pit attacking pit equipment. The green connections are the passing showing that some locations can attack 2. The purple dots are choke points these can only attack a single location.

There's definitely merit in the idea, although some of the bonuses feel unwieldy - and I'm not too sure how much like a race the game would be. It's not overly clear how to attack the cars etc, or where to defend them once you've got them... and I'd rather see more lanes around the track.

I get that you're going for a realistic look, but it just doesn't look right as it stands. The other thread I linked to looked a bit more fun; although I agree that some of the 'fantasy' bonus ideas seemed a bit gimicky. If you could somehow fuse the two concepts together, I think you'd have a much stronger base to work from

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

I will look at the bonus structure and do a mockup with multiple lanes. I also think that the cars could be simplified a bit and the map laid out so that it is easier to understand what you can attack from where. I was hoping to shoot for something that was true to real world racing as opposed to fantasy world racing but I am more than willing to look at dofferent things to make it more fun and exciting.

Here is an idea of how I will probably change the racetrack so that the map has some depth. The track is still just an image I got somewhere and skewed but it is an idea of how I want to proceed.

I will have additional thoughts soon. I don't want to take away from getting the gameplay and xml shored up on Monsters =)

I added 4 new "corner" locations to the map. They start with 1 neutral and reset to 1 every turn. They connect 5 locations around some of the corners to allow you to skip past some territories easier. I also updated the legend and graphics a bit.

in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.

iancanton wrote:in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.

ian.

Yep that sounds like a small problem I will look at the numbers again. I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately. Also starting the pit equipment at 5 neutral might fix this. The +7 for the 3 car locations was so that you could use 3 to reinforce the car locations as they will loose one per turn and then have 4 leftover. Maybe +5 is a better number. I think the pits crews could start with 3.

So you would get +1 unit for track at the start and +5 for the car. You would need to drop 3 on your car locations and you would have 3 leftover to drop elsewhere. That would be a max of 6 on your pit and with all pit equipment having 5 to start i would think it would be better to drop on the track early.

dolomite13 wrote:I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately.

the trouble is, if player 1 starts with a +7 or +5 car bonus, then player 2 is likely to have his own car bonus destroyed before he starts. i suggest that each player has his car almost under control, except for each car's fuel being 1 neutral, so that he needs to do something positive on his first turn to earn his car bonus.

dolomite wrote:Connections- One track location can attack all pit locations (location 26).- One track location can be attacked by all pit locations (location 1).- All pit locations can one way attack all pit equipment.- All pit equipment can bombard all car locations (fuel, engine, tires).- You can attack all of your car locations (fuel, engine, tires) from your pit location.- All pit crews can bombard each other.

Maybe i'm mad, but i can't find nothing on the map that explain me how i can attack crew (location 26 with the quoted text). And how i can attack Pit Equipment?I think you should add this informations on the legend, i see that location 1 and location 26 have a red border, but actually you have to assume that 26 is the access of the pitlane, where you can attack (or bombard?) crew and assume that crew, in turn, can attack (or bombard?) equipment.Sorry if i'm wrong and i missed the informations somewhere on the map. Agree with iancanton about cars locations.

It's a funny map, keep it on! thenobodies80

I do NOT visit this site and I'm NOT Team CC anymore.All PMs are autobinned. If you need to contact me, you should already have a way to do it without using this site.Thanks to those who helped me through the years.

I love this idea and think it will make a great map. Very unique gameplay opportunities.

I only have two suggestions:

1. Change the term "Car Locations" to "Car Conditions". The use of Locations for things like Fuel and Tires is confusing to me. Location makes me think of the track, not the Engine. Car Conditions or Car Levels is much clearer.

2. The legend says "Pit Crews can one way attack all YOUR car locations." The your is out of place, but I'm also not entirely clear as to what this means. I assume you mean "Pit Crews can one way attack ANY car location"?

Okay, one more - the idea of having a singular territory to attack all the pit crews gives me some pause. Perhaps the Pit Equipment could attack back the Pit Crews? There is an awful lot of one way attacks and bombardments here (which i like), but it might not hurt to open up the attack routes just a smidge.

It's OK but I have some ideas that would improve it (see my post)...1...3%

It's not quite my cup of tea but I can see where others might like it....4...13%

I would rather play another game of classic....4...13%

Total votes : 31

I do NOT visit this site and I'm NOT Team CC anymore.All PMs are autobinned. If you need to contact me, you should already have a way to do it without using this site.Thanks to those who helped me through the years.

After looking over everyone's comments I have made some rather large changes to the bonus structure and attack routes. The changes are too numerous to list individually.Instead I will post the map and update the description text in the first post to match the current gameplay.

let's play our hypothetical quads game again. player 1 receives 3 troops and deploys on his pit crew, making a stack of 6, which he uses to bombard and annihilate player 2's pit crew. player 2 can't do very much except take a track region. player 3, who is player 1's teammate, deploys 3 troops on his own pit crew and annihilates player 4's pit crew. do u see where this is going?

the pit crew are so important to each player that we can't let the pit crew bombard each other directly.